88 lines
2.0 KiB
Plaintext
88 lines
2.0 KiB
Plaintext
![]() |
Shader "Hidden/RadialBlur"
|
||
|
{
|
||
|
Properties
|
||
|
{
|
||
|
_MainTex ("Texture", 2D) = "white" {}
|
||
|
_Color ("Color", Color) = (1.0, 1.0, 1.0, 1.0)
|
||
|
_BlurWidth ("Blur Width", Range(0, 1)) = 0.85
|
||
|
_Intensity ("Intensity", Range(0, 1)) = 1
|
||
|
_Center ("Center", Vector) = (0.5, 0.5, 0, 0)
|
||
|
_NumSamples ("Number of Samples", Range(50, 200)) = 100
|
||
|
|
||
|
// noise
|
||
|
_NoiseSpeed ("Noise Speed", Vector) = (0.5, 0.5, 0.0, 0.0)
|
||
|
_NoiseScale ("Noise Scale", Float) = 1.0
|
||
|
_NoiseStrength ("Noise Strength", Range(0, 1)) = 0.6
|
||
|
}
|
||
|
SubShader
|
||
|
{
|
||
|
// additive blend mode
|
||
|
Blend One One
|
||
|
|
||
|
Pass
|
||
|
{
|
||
|
CGPROGRAM
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment frag
|
||
|
|
||
|
#include "UnityCG.cginc"
|
||
|
#include "./GradientNoiseA.hlsl"
|
||
|
|
||
|
struct appdata
|
||
|
{
|
||
|
float4 vertex : POSITION;
|
||
|
float2 uv : TEXCOORD0;
|
||
|
};
|
||
|
|
||
|
struct v2f
|
||
|
{
|
||
|
float2 uv : TEXCOORD0;
|
||
|
float4 vertex : SV_POSITION;
|
||
|
};
|
||
|
|
||
|
v2f vert (appdata v)
|
||
|
{
|
||
|
v2f o;
|
||
|
o.vertex = UnityObjectToClipPos(v.vertex);
|
||
|
o.uv = v.uv;
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
sampler2D _MainTex;
|
||
|
half4 _Color;
|
||
|
float _BlurWidth;
|
||
|
float _Intensity;
|
||
|
float4 _Center;
|
||
|
uint _NumSamples;
|
||
|
|
||
|
// noise
|
||
|
float2 _NoiseSpeed;
|
||
|
float _NoiseScale;
|
||
|
float _NoiseStrength;
|
||
|
|
||
|
fixed4 frag (v2f i) : SV_Target
|
||
|
{
|
||
|
fixed4 color = fixed4(0.0f, 0.0f, 0.0f, 1.0f);
|
||
|
float2 texCoord = i.uv;
|
||
|
|
||
|
float2 ray = texCoord - _Center.xy;
|
||
|
float denom = 1.0 / float(_NumSamples) * _BlurWidth;
|
||
|
|
||
|
// UNITY_UNROLL
|
||
|
for (int i=0; i < _NumSamples; i++)
|
||
|
{
|
||
|
float scale = 1.0f - float(i) * denom;
|
||
|
fixed3 texCol = tex2D(_MainTex, (ray * scale) + _Center.xy).xyz;
|
||
|
color.xyz += texCol * denom;
|
||
|
}
|
||
|
|
||
|
float noise = gradientNoise_float(texCoord + _Time.y*_NoiseSpeed, _NoiseScale);
|
||
|
noise = noise*_NoiseStrength + (1.0 - _NoiseStrength);
|
||
|
|
||
|
return color * noise * _Intensity * _Color;
|
||
|
}
|
||
|
ENDCG
|
||
|
}
|
||
|
}
|
||
|
}
|